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  • Making video from 3D gaphics in OpenGL

    - by MVTC
    What are some of the preferred methods or libraries for creating video from an OpenGL graphics simulation? For example, I want to create a visualization(video) of an N-Body gravity simulation by rendering non-real-time OpenGL frames. The simulation is already coded, I just don't know how to convert it to video. EDIT: I am also interested in providing the described functionality: The user can adjust parameters including the time step between captured frames and then initiate the simulation. The user waits for the simulation to complete, and then can watch the results. The user is able to increase or decrease the playback speed of the simulation whereas in slow motion, more frames are used i.e., you see higher resolution time steps, and when the speed is increased, you see lower resolution time steps at a higher rate, but the frames per second flashing on the screen is constant.

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  • Working with lots of cubes. Improving performance?

    - by Randomman159
    Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible advice on how to get rid of it. I am working on a project where a world consists of a large quantity of cubes (I would give you a number, but it is user defined worlds). My test one is around (48 x 32 x 48) blocks. Basically these blocks don't do anything in themselves. They just sit there. They start being used when it comes to player interaction. I need to check what cubes the users mouse interacts with (mouse over, clicking, etc.), and for collision detecting as the player moves. Now I had a massive amount of lag at first, looping through every block. I have managed to decrease that lag, by looping through all the blocks, and finding which blocks are within a particular range of the character, and then only looping through those blocks for the collision detection, etc. However, I am still going at a depressing 2fps. Does anyone have any other ideas on how I could decrease this lag? Btw, I am using XNA (C#) and yes, it is 3d.

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  • Calculate initial velocity of a 3d vector-based projectile

    - by Frotty
    Okay, so I got a Projectile with 2 Vectors, position and velocity. I now want to calculate the initial velocity for it in order to reach a specific point on the map. Or actually, how high has the start z-velocity to be (because x and y are probably defined by a speed variable) in order for the projectile to hit the marked position. The projectile is influenced by a constant gravity vector. All calculations are done 32 times per second. I want this, because I don't want to use a parabola function, so the projectile can still be influenced by other sources, simply adding some velocity. I didn't really find anything referring to that topic and would be glad for every helping answer, Thanks.

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  • XNA Octree with batching

    - by Alex
    I'm integrating batching in my engine. However I'm using an octree which is auto generated around my scene. Now batching renders a hole group at ones while an octree sorts out which objects that should be rendered within the camera frustum, therefore dividing the group. Batching and octree doesn't go along very well, right? Problem: The way I see it I have two options, either create batch groups based on objects who are close to one another within the octree or I can rebuild the batching matrixbuffer for the instances visible each frame. Which approach should I go with or does there exist another solution?

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  • How to configure Bullet for LookAt?

    - by AllCoder
    I'm having problems positioning Bullet objects. I am doing: ToolVec3 origin = ToolVec3( obj_posx, obj_posy, obj_posz ); ToolVec3 vmod = ToolVec3( object_sizex / 2.0f, object_sizey / 2.0f, object_sizez / 2.0f ); btTransform shapeTransform = btTransform::getIdentity(); shapeTransform.setOrigin( btVector3(origin.x+vmod.x, origin.y+vmod.y, origin.z+vmod.z) ); btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,m_collisionShapes[2],localInertia); btRigidBody* body = new btRigidBody(rbInfo); I then do: btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i]; btRigidBody* body = btRigidBody::upcast(colObj); if(body && body->getMotionState()) { btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState(); myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m); } else { colObj->getWorldTransform().getOpenGLMatrix(m); } And after obtaining the matrix m, I paste it as model matrix. I am observing few things: I must add some weird "size / 2" to object's position, to have it drawed normally, I have following "up" look at vector defined: "0.0f, -1.0f, 0.0f" – basically, Y grows up, Z grows forward (to monitor), BUT – x grows LEFT, I think there is some conflict with the X direction.. I cannot obtain consistent positioning having world setup like this How to configure this in Bullet? Why the weird + size/2 requirement?

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  • Collision rectangle response

    - by dotty
    I'm having difficulties getting a moveable rectangle to collide with more than one rectangle. I'm using SFML and it has a handy function called Intersect() which takes 2 rectangles and returns the intersections. I have a vector full of rectangles which I want my moveable rectangle to collide with. I'm looping through this using the following code (p is the moveble rectangle). IsCollidingWith returns a bool but also uses SFML's Interesect to work out the intersections. while(unsigned i = 0; i!= testRects.size(); i++){ if(p.IsCollidingWith(testRects[i]){ p.Collide(testRects[i]); } } and the actual Collide() code void gameObj::collide( gameObj collidingObject ){ printf("%f %f\n", this->colliderResult.width, this->colliderResult.height); if (this->colliderResult.width < this->colliderResult.height) { // collided on X if (this->getCollider().left < collidingObject.getCollider().left ) { this->move( -this->colliderResult.width , 0); }else { this->move( this->colliderResult.width, 0 ); } } if(this->colliderResult.width > this->colliderResult.height){ if (this->getCollider().top < collidingObject.getCollider().top ) { this->move( 0, -this->colliderResult.height); }else { this->move( 0, this->colliderResult.height ); } } } and the IsCollidingWith() code is bool gameObj::isCollidingWith( gameObj testObject ){ if (this->getCollider().intersects( testObject.getCollider(), this->colliderResult )) { return true; }else { return false; } } This works fine when there's only 1 Rect in the scene. However, when there's move than one Rect it causes issue when working out 2 collisions at once. Any idea how to deal with this correctly? I have uploaded a video to youtube to show my problem. The console on the far-right shows the width and height of the intersections. You can see on the console that it's trying to calculate 2 collisions at once, I think this is where the problem is being caused. The youtube video is at http://www.youtube.com/watch?v=fA2gflOMcAk also , this image also seems to illustrate the problem nicely. Can someone please help, I've been stuck on this all weekend!

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  • Is IDirectInput8::FindDevice totally broken on Windows 7?

    - by Noora
    I'm developing on Windows 7, and using DirectInput8 for my input needs. I'm tracking gamepad additions and removals (that is, GUID_DEVINTERFACE_HID devices) using the DBT_DEVICEARRIVAL and DBT_DEVICEREMOVECOMPLETE messages, which works fine. However, what I've come to find out is that no matter what I do, passing the received values from DBT_DEVICEARRIVAL to IDirectInput8's FindDevice method, it will always fail to identify the device, returning DIERR_DEVICENOTREG. DirectInput still clearly knows about the device, because I can enumerate and create it just fine. I've tried with three different gamepads, and the error persists, so it's not about that either. I also tried passing some alternative interface GUIDs for the RegisterDeviceNotification call, didn't help. So, has anyone else faced the same problem, and have you found a usable workaround? I'm afraid I'll soon have to stoop down to re-enumerating all devices when something is added or removed, but I'll first give this question one last shot here. EDIT: For the record, I've also tried pretty much every single HID API & SetupAPI function for alternative ways of figuring out the needed GUIDs, with zero success. So if you're facing the same problem as me, don't bother with that route. I'm pretty sure those GUIDs are made up by DirectInput itself somehow. Short of reverse engineering dinput8.dll, I'm truly out of ideas now.

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  • Making a Living Developing Games

    - by cable729
    I'm in my last year of high school, and I've been looking at colleges. I'm taking a C++ class at a local community college and I don't feel that it's worth it. I could have learned everything in that class in a week. This had me thinking, would a CS degree even be worth it? How much can it teach me if I can learn everything on my own? Even if I do need to learn more advanced subjects, many colleges put their material online AND I can buy a book. Will companies hire me if I don't have a CS degree? If I have a portfolio will I stand a chance? What kind of things are needed in the portfolio? I want to live doing what I love - programming. So I will do it. I'm just not sure that a CS degree will do anything to me. In addition, if there is a benefit to getting a CS degree, what places are the best?

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  • Keeping the meshes "thickness" the same when scaling an object

    - by user1806687
    I've been bashing my head for the past couple of weeks trying to find a way to help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 top, 1 bottom, 1 back), this is just for an example, later on there will be whole range of different set ups. Now, the thing is when the user chooses to scale the whole object this is what should happen: X scale: top and bottom cuboids should get scaled by a scale factor, sides should get moved so they are positioned just like they were before(in this case at both ends of top and bottom cuboids), back should get scaled so it fits like before(if I simply scale it by a scale factor it will leave gaps on each side). Y scale: sides should get scaled by a scale factor, top and bottom cuboid should get moved, and back should also get scaled. Z scale: sides, top and bottom cuboids should get scaled, back should get moved. Hope you can help, EDIT: So, I've decided to explain the situation once more, this time more detailed(hopefully). I've also made some pictures of how the scaling should look like, where is the problem and the wrong way of scaling. I this example I will be using a thick walled box, with one face missing, where each wall is made by a cuboid(but later on there will be diffrent shapes of objects, where a one of the face might be roundish, or triangle or even under some angle), scaling will be 2x on X axis. 1.This is how the default object without any scaling applied looks like: http://img856.imageshack.us/img856/4293/defaulttz.png 2.If I scale the whole object(all of the meshes) by some scale factor, the problem becomes that the "thickness" of the object walls also change(which I do not want): http://img822.imageshack.us/img822/9073/wrongwaytoscale.png 3.This is how the correct scaling should look like. Appropriate faces gets caled in this case where the scale is on X axis(top, bottom, back): http://imageshack.us/photo/my-images/163/rightwayxscale1.png/ 4.But the scale factor might not be the same for all object all of the times. In this case the back has to get scaled a bit more or it leaves gaps: http://imageshack.us/photo/my-images/9/problemwhenscaling.png/ 5.If everything goes well this is how the final object should look like: http://imageshack.us/photo/my-images/856/rightwayxscale2.png/ So, as you have might noticed there are quite a bit of things to look out when scaling. I am asking you, if any of you have any idea on how to accomplish this scaling. I have tried whole bunch of things, from scaling all of the object by the same scale factor, to subtracting and adding sizes to get the right size. But nothing I tried worked, if one mesh got scaled correctly then others didnt. Donwload the example object. English is not my first language, so I am really sorry if its hard to understand what I am saying.

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  • How can I extract a list of Minecraft items and recipes?

    - by Sean
    I'm designing a robust system for resolving item dependencies in Minecraft and to do so, I need to maintain a database of items and recipes. Right now, this database has to be hand-crafted (no pun intended); I would like to know if it is possible to somehow query the Minecraft jars (or perhaps more realistically, grep through them) to extract this data automatically. How can this be done? The project is currently in Python, but it can still be ported to Java without much fuss at this stage. (For the curious.)

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  • Pygame - CollideRect - But How Do They Collide?

    - by Chakotay
    I'm having some trouble figuring out how I can handle collisions that are specifically colliding on the top or bottom a rect. How can specify those collisions? Here's a little code snippet to give you an idea of my approach. As it is now it doesn't matter where it collides. # the ball has hit one of the paddles. send it back in another direction. if paddleRect.colliderect(ballRect) or paddle2Rect.colliderect(ballRect): ballHitPaddle.play() if directionOfBall == 'upleft': directionOfBall = 'upright' elif directionOfBall == 'upright': directionOfBall = 'upleft' elif directionOfBall == 'downleft': directionOfBall = 'downright' elif directionOfBall == 'downright': directionOfBall = 'downleft' Thanks in advance. **EDIT** Paddle rect: top ____ | | | | | | Sides | | ---- bottom I need to know if the ball has hit either the top or the bottom.

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  • String on a model

    - by alecnash
    I am trying to put a sting on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3d button) it looks like that: Is there a way to have the text centered only on one side?

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  • Animate sprite/texture position with VBO

    - by Dono
    I'm currently worlking on a renderer for my projects and I want animate a sprite on screen. I've got a spritesheet but I don't know what is the the best way to update the texture coordinates for each vertex. Update vertices then update vertex buffer. (Heavy ?) Send to the shader my texture coordinates (It is possible ?) Don't use VBO ? By the way, I've got this structure : Object class with Geometry (Faces + Vertex + Buffer) and Material (Shader + other stuff ) properties, it is a good structure ? Thanks!

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  • Vector reflect problem

    - by xdevel2000
    I'm testing some vector reflection and I want to check what happens when a ball collides with a paddle. So if I have: Vector2 velocity = new Vector2(-5, 2); position_ball += velocity; if (position_ball.X < 10) { Vector2 v = new Vector2(1,0); // or Vector2.UnitX velocity = Vector2.Reflect(velocity, v); } then, correctly, velocity is (5,2) after Reflect, but if I do: if (position_ball.X < 10) { Vector2 v = new Vector2(1,1); velocity = Vector2.Reflect(velocity, v); } then velocity is (1,8) and not (5, -2) that is the solution of reflection equation R = V - 2 * (V . N) Why is that?

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  • glTexImage2D not loading my data

    - by Clyde
    Can anyone suggest why this code doesn't work? When I draw using this texture all I get is black. If I use GLUtils.texImage2D() to load a png file, it works correctly. ByteBuffer bb = ByteBuffer.allocateDirect(128*128*4).order(ByteOrder.nativeOrder()); bb.position(0); for(int row = 0; row != 128; row++) { for(int i = 0 ; i != 128 ; i++) { bb.put((byte)0x80); bb.put((byte)0xFF); bb.put((byte)0xFF); bb.put((byte)i); } } int[] handle = new int[1]; GLES20.glEnable(GLES20.GL_TEXTURE_2D); GLES20.glGenTextures(1, handle, 0); DrawAdapter.checkGlError("Gen textures"); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, handle[0]); DrawAdapter.checkGlError("Bind textures"); bb.position(0); GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 128, 128, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, bb); DrawAdapter.checkGlError("glTexImage2D"); return handle[0];

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • CUDA 4.1 Particle Update

    - by N0xus
    I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); In my .cu class I've created a struct which I copied from my particle class and is as follows: struct ParticleType { float positionX, positionY, positionZ; float red, green, blue; float velocity; bool active; }; Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. : __global__ void UpdateParticle(float* position, float* velocity, float frameTime) { } This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should. I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should? If I am doing this completely wrong in general, the please inform me as well.

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  • How can I keep the correct alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles.

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  • How to create a script for moving a 3rd person controller in an iOS device by using Javascript in Unity3D?

    - by user36563
    I've a code but I'm not sure about the steps, so what I should do after the script? pragma strict public var horizontalSpeed : float = 1.0; public var verticalSpeed : float = 1.0; private var h : float = 0.0; private var v : float = 0.0; private var lastPos : Vector3 = Vector3.zero; function Update() { if UNITY_EDITOR if ( Input.GetMouseButtonDown(0) ) { lastPos = Input.mousePosition; } else if ( Input.GetMouseButton(0) ) { var delta = Input.mousePosition - lastPos; h = horizontalSpeed * delta.x ; transform.Rotate( 0, -h, 0, Space.World ); v = verticalSpeed * delta.y ; transform.position += transform.forward * v * Time.deltaTime; lastPos = Input.mousePosition; } else if (Input.touchCount == 1) { var touch : Touch = Input.GetTouch(0); if (touch.phase == TouchPhase.Moved) { h = horizontalSpeed * touch.deltaPosition.x ; transform.Rotate( 0, -h, 0, Space.World ); v = verticalSpeed * touch.deltaPosition.y ; transform.position += transform.forward * v * Time.deltaTime; } } endif }

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  • openGL textures in bitmap mode

    - by evenex_code
    For reasons detailed here I need to texture a quad using a bitmap (as in, 1 bit per pixel, not an 8-bit pixmap). Right now I have a bitmap stored in an on-device buffer, and am mounting it like so: glBindBuffer(GL_PIXEL_UNPACK_BUFFER, BFR.G[(T+1)%2]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_COLOR_INDEX, GL_BITMAP, 0); The OpenGL spec has this to say about glTexImage2D: "If type is GL_BITMAP, the data is considered as a string of unsigned bytes (and format must be GL_COLOR_INDEX). Each data byte is treated as eight 1-bit elements..." Judging by the spec, each bit in my buffer should correspond to a single pixel. However, the following experiments show that, for whatever reason, it doesn't work as advertised: 1) When I build my texture, I write to the buffer in 32-bit chunks. From the wording of the spec, it is reasonable to assume that writing 0x00000001 for each value would result in a texture with 1-px-wide vertical bars with 31-wide spaces between them. However, it appears blank. 2) Next, I write with 0x000000FF. By my apparently flawed understanding of the bitmap mode, I would expect that this should produce 8-wide bars with 24-wide spaces between them. Instead, it produces a white 1-px-wide bar. 3) 0x55555555 = 1010101010101010101010101010101, therefore writing this value ought to create 1-wide vertical stripes with 1 pixel spacing. However, it creates a solid gray color. 4) Using my original 8-bit pixmap in GL_BITMAP mode produces the correct animation. I have reached the conclusion that, even in GL_BITMAP mode, the texturer is still interpreting 8-bits as 1 element, despite what the spec seems to suggest. The fact that I can generate a gray color (while I was expecting that I was working in two-tone), as well as the fact that my original 8-bit pixmap generates the correct picture, support this conclusion. Questions: 1) Am I missing some kind of prerequisite call (perhaps for setting a stride length or pack alignment or something) that will signal to the texturer to treat each byte as 8-elements, as it suggests in the spec? 2) Or does it simply not work because modern hardware does not support it? (I have read that GL_BITMAP mode was deprecated in 3.3, I am however forcing a 3.0 context.) 3) Am I better off unpacking the bitmap into a pixmap using a shader? This is a far more roundabout solution than I was hoping for but I suppose there is no such thing as a free lunch.

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  • Can GJK be used with the same "direction finding method" every time?

    - by the_Seppi
    In my deliberations on GJK (after watching http://mollyrocket.com/849) I came up with the idea that it ins not neccessary to use different methods for getting the new direction in the doSimplex function. E.g. if the point A is closest to the origin, the video author uses the negative position vector AO as the direction in which the next point is searched. If an edge (with A as an endpoint) is closest, he creates a normal vector to this edge, lying in the plane the edge and AO form. If a face is the feature closest to the origin, he uses even another method (which I can't recite from memory right now) However, while thinking about the implementation of GJK in my current came, I noticed that the negative direction vector of the newest simplex point would always make a good direction vector. Of course, the next vertex found by the support function could form a simplex that less likely encases the origin, but I assume it would still work. Since I'm currently experiencing problems with my (yet unfinished) implementation, I wanted to ask whether this method of forming the direction vector is usable or not.

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  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

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  • Android Dynamic 2D Map

    - by Deltharis
    My problem is, I want to create a 2D tiled map. Yes, I know it's been asked a lot. I've seen answers that propose the use of tiled however it only allows (or so it seems to me) to generate static maps that do not change once generated. And I need a large empty uniform space of empty tiles, upon which players may place various buildings (some spanning more than one tile and logically being the same one). How to approach this in Android? Do I make some kind of TableLayout, use arbitrarly large amount of rows and imageviews (with my emptyTile), than somehow work event-based changing of image ids from there? I'd think that only a portion of that map should be visible at a time, but I don't see how scrolling around could be the part of that structure.

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  • How to calculate new velocities between resting objects (AABB) after accelerations?

    - by Tiedye
    lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after accelerations like gravity have been applied to them. Right now I can detect collisions and respond to them correctly (I think) and when objects collide they remember what other objects they're resting against so objects can be pushed by other objects (note that there is no bounce in any collisions so when objects collide they are guaranteed to become resting until something else happens). Every time the simulation advances, the acceleration for objects is applied to their velocities (for example vx += ax * t, where t is time elapsed since last advancement). After these accelerations are applied, I want to check if any objects that are resting against each other are moving at different speeds than their counterparts (as different objects can have different accelerations) and depending on that difference either unlink the two objects so they are no longer resting, or even out their velocities so they are moving at the same speed once again. I am having trouble creating an algorithm that can do this across many resting objects. Here's a diagram to help explain my problem

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  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

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